#AREADATA Name Groups Helps~ VNUMs 0 0 Credits Diku~ Security 9 LevelRange 0 0 End #HELPS -1 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 WEAPON WEAPONS AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP BOW EXOTIC~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips bow the use of missile weapons exotic the use of strange magical weapons The exotic skill can neither be known nor practiced, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is the art of parrying attacks with a shield. While those who have not learned this skill are also crudely able to block attacks with a shield, their attempts are no where near as effective as one who has. NOTE: Flexible whips and flails are able to swing around the edge of a shield to strike the wearer. ~ -1 'BACKSTAB' 'DUAL BACKSTAB'~ Syntax: backstab <target> A thief approaches an unwary victim from behind and attempt a viscious stab to the unprotected back of his target. This attack is capable of inflicting a tremendous amount of damage, and will kill some opponents instantly. A skilled thief learns to land a second backstab before his target can react to the first. The second backstab is automatically attempted once 'dual backstab' is practiced. The damage done on a backstab is based on the thief's skill with the weapon he is wielding, his skill at backstab, and his current level, increasing in power as his level increases. This skill can only be attempted while using some type of piercing weapon. ~ -1 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent, so bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ -1 DIRT 'DIRT KICKING'~ Considered by some to be a cowardly skill, dirt kicking casts a blinding spray of sand and grit into the eyes of an opponent. Though it doesn't last long, it provides a distinct edge in combat. Dexterity helps in avoiding or landing a dirt kick. It is useful to note that one can not dirt kick while flying, though one may have dirt kicked at them though they are flying. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled with both your own and your opponent's weapon types. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Nearly all classes may learn dodging. ~ -1 'ENHANCED DAMAGE'~ Through practice and training a fighter learns where and how to strike his opponent to inflict the greatest amount of damage. This skill is automatically checked every hit landed with a weapon, and stands a greater chance of success the higher the learned percentage on the skill. ~ -1 ENVENOM~ Syntax: envenom <object> Envenom is a cowardly skill practiced only by thieves. Using their knowledge of debilitating and lethal poisons, a thief is able to poison food, drink, or weapons with varying effects. Poisoned Food or drink is poisoned with a mild venom that usually weakens rather than kills the victim. A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. The poison on weapons tends to evaporate and is rendered powerless relatively quickly. ~ -1 'HAND TO HAND'~ Hand to hand is a skill that all may learn. This style of fighting allows an adventurer to do decent damage even while disarmed with their bare hands. Clerics and warriors are reputed to be the most adept at using this skill. ~ -1 KICK~ Kick gives an adventurer an extra attack in combat. This skill may be used once each round. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his own and his opponent's weapon types. Warriors and samurai stand a greater chance at parrying attacks than other classes ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 TRIP~ To successfully trip an opponent, one must have quick reflexes and good timing. This skill is very quick to execute and can be used once every round. You can not be tripped while flying, nor can you trip while you are flying. ~ -1 'SECOND ATTACK'~ Second attack gives an adventurer a chance at an additional attack in combat per round. 2 attacks are never guaranteed every round, even with the skill at 100%, however the chances are much greater. All classes may learn this skill, but magicusers have difficulty in mastering and using it. ~ -1 'THIRD ATTACK'~ Training in third attack allows an adventurer a chance at a third attack per round of combat. Three attacks is not guaranteed, even having attained perfection in this skill, the chances are simply increased. ~ -1 'HIDE'~ Syntax: hide A thief can attempt to hide in the shadows so that he will be unnoticed. Thieves originally learned this skill to help them stand unseen in the shadows of a back alleyway, waiting for unwary victims to pass by. Though it was intended for use in the city, a thief is able to find shadows to hide in, in many different locales, and is similar to the ranger camouflage skill. His hidden status is cancelled as soon as he moves. Note: A thief is never sure if he is fully hidden in the shadows. He always THINKS that he is, but is never entirely sure. See also HELP CAMOUFLAGE ~ -1 'FAST HEALING'~ Fast healing improves hitpoint regeneration rates whether standing, resting, or sleeping. It is checked every tick for success or failure. Failure occurs more often with a lower % on the skill. All classes may learn this skill, but magicusers find it very difficult to master, due to their low stamina and bookish lifestyles. ~ -1 LORE~ Syntax: lore <object> Lore is a general skill, consisting of knowledge of myths and legends about items and artifacts. Use of the lore skill gives a chance of obtaining information on an object concerning its power and uses. The harder you practice lore, the more information you will be able to discover about an item. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ -1 PEEK~ A thief is able to peek into the inventory of any mob or player to see what they are carrying. This has obvious applications for use in conjunction with STEAL, and it automatic once practiced. It is harder to peek at more intelligent characters. ~ -1 'PICK LOCK' PICK~ Syntax: pick <object> {Ror{x pick <direction> Lock picking is one of the prime skills a thief relies on to ply his trade, as it allows him to gain access to many secured areas, and to unlock vaults, chests, and safes. Chances of success are improved with a higher intelligence, and hampered by the difficulty of the lock. Ninjas also learn to pick locks, but never attain the expertise of a thief. ~ -1 PERCEPTION~ With his keen eyesight, and a little practice, a thief can pick out hidden exits. This skill is automatically used once practiced, and all closed doors will be seen with a * . ~ -1 'MEDITATION'~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have great difficulty learning to meditate effectively. ~ -1 STEAL~ Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers gaurd their merchandise carefully. ~ -1 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect characters of good moral standing, and he will see them surrounded by a ({YGolden Aura{x). ~ -1 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. ~ -1 'RECHARGE'~ Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ -1 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ -1 'BLUEFIRE'~ Syntax: cast 'bluefire' <target> Demonfire is a spell of neutral clerics, and as such can only be used by those who has neutral alignment. It conjures forth spirits of the neutrals of earth to inflict terrible wounds on the enemies of the caster. ~ -1 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ -1 'PORTAL'~ Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ -1 'NEXUS'~ Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ -1 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ -1 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disasterous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell. ~ -1 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ -1 'CALM'~ Syntax: cast 'calm' One of the most useful and often overlooked spells a master cleric possesses is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. Either it fails or succeeds, ending all combat in the room. ~ -1 HASTE~ Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow'). ~ -1 SLOW~ Syntax: cast 'slow' <target> Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism. ~ -1 PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, and generally leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. ~ 60 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -1 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ 60 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ -1 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caser around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ -1 FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ -1 'BARKSKIN' 'BARK SKIN'~ Syntax: cast 'bark skin' It is said that the ancient druids were capable of transforming their bodies into giant oak trees, sending their roots deep into the healing soil of the earth. A great ranger in ages long past was granted the secret to a minor enchantment of similar nature, whereby he was able to harden his flesh into a protective barklike armor. This secret has been passed on, and rangers now are capable of learning it. As a ranger grows in power, the protective strength of his barkskin grows. ~ -1 'IMPROVED MALADICTION'~ This unholy technique was developed by the Shilobazuth Mal'eus, a council of necromancers rumoured to exist somewhere in the bowels of the Underdark. Combining the raw energy of the Negative Plane with the necromancer's intense hatred for life, any maladictive spells he casts are focused and greatly intensified in power. Anti-paladins have also learned the secret of this skill, which is automatic once learned. ~ -1 $~ #$